using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace XNA
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }


        private List<MyXNAButton> options;
        private int nOptions = 0;
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            options = new List<MyXNAButton>();
            MyXNAButton tempButton = new MyXNAButton(Content, "Angel", 15, new Vector2(0, 0), new Vector2(100, 100));
            options.Add(tempButton);
            nOptions = options.Count;
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }


        MouseState prevMouseState = new MouseState();
        private bool bDrag = false;
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            KeyboardState kbState = Keyboard.GetState();
            
            if (kbState.IsKeyDown(Keys.Escape))
                this.Exit();

            MouseState mouseState = Mouse.GetState();
            if (mouseState.LeftButton == ButtonState.Pressed)
            {
                int idx = -1;
                Vector2 point = new Vector2(mouseState.X, mouseState.Y);
                for (int i = 0; i < nOptions; i++)
                {
                    if (options[i].IsClicked(point))
                    {
                        idx = i;
                        break;
                    }
                }
            }

            for (int i = 0; i < nOptions; i++)
            {
                options[i].Update(gameTime);
            }
                base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            for (int i = 0; i < nOptions; i++)
            {
                options[i].Draw(gameTime, spriteBatch);
            }
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
